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DBP: Cons cons cons!!

by Finndeed 6th November 2017, 21:03 PM
Angoville (2)
Angoville
  • [00:00:07] Frost z żelaza: glhf!
  • [00:00:09] Finndeed: gl hf :P
  • [00:00:21] Finndeed: our game got casted like 3 times :P
  • [00:00:29] Frost z żelaza: ive that one
  • [00:00:43] Frost z żelaza: and its highlighted
  • [00:00:55] Frost z żelaza: didnt supose that comin
  • [00:01:04] Finndeed: neither did i :P
  • [00:01:13] Finndeed: i would have tried harder :P
  • [00:01:25] Frost z żelaza: me to haha
  • [00:01:31] Finndeed: haha
  • [00:01:38] Frost z żelaza: i made like thound mistakes
  • [00:10:30] Frost z żelaza: shiet
  • [00:10:46] Finndeed: pudding
  • [00:12:01] Frost z żelaza: neeeein
  • [00:19:29] Frost z żelaza: lol
  • [00:20:25] Frost z żelaza: oh come on
  • [00:20:34] Frost z żelaza: those buildings are still op
  • [00:20:39] Finndeed: yeah
  • [00:21:06] Finndeed: and i have molo's
  • [00:21:15] Finndeed: you need to go fire doc
  • [00:21:17] Frost z żelaza: yeah
  • [00:23:05] Frost z żelaza: I hate this side
  • [00:23:06] Frost z żelaza: as okw
  • [00:23:14] Finndeed: yeah
  • [00:23:16] Frost z żelaza: and as every faction
  • [00:23:18] Finndeed: :P
  • [00:23:26] Frost z żelaza: there is only one or even 2 buildings
  • [00:23:29] Frost z żelaza: are oposin
  • [00:23:36] Frost z żelaza: but far from each other
  • [00:23:37] Finndeed: there are sheds :P
  • [00:23:44] Frost z żelaza: nut here 3 in one place
  • [00:23:49] Frost z żelaza: come on :D
  • [00:23:52] Finndeed: heheh
  • [00:23:55] Frost z żelaza: who cares abou sheds haha
  • [00:24:01] Frost z żelaza: gg
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Patch: 3.0.0.21748
Duration: 00:24:06
6 Nov 2017, 21:03 PM
#1
avatar of Finndeed
Strategist Badge

Posts: 612 | Subs: 1

Yeah, kinda self explanatory. I used a lot of cons this game.
6 Nov 2017, 21:07 PM
#2
avatar of vasa1719

Posts: 2635 | Subs: 4

Permanently Banned
what version is it, 1.1 or 1.2 ? coz 1.1 is bugged for cons followed by Mr.Smith.
6 Nov 2017, 21:10 PM
#3
avatar of Sturmpanther
Lead Strategist Badge

Posts: 5441 | Subs: 36

what version is it, 1.1 or 1.2 ? coz 1.1 is bugged for cons followed by Mr.Smith.


1.2?
6 Nov 2017, 22:02 PM
#4
avatar of Finndeed
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Posts: 612 | Subs: 1

Sorry boys we played on 1.1.. didnt see the new one was out :(
6 Nov 2017, 22:07 PM
#5
avatar of Frost

Posts: 1024 | Subs: 1

As you could read that in chatlog, still there is crap for OKW if you spawn at this side. You don't have effective weapons to clear out those buildings, fire nades are too expensive, ISG's don't work propely, even smoke doesn't solve a problem. Real effective weapon is flamethrower but you can gain acces only by doctrine. This sunk me and my game there.

Bit describe what I did:

I've decided to go breakthrough and early officer to gain some extra firepower (through 3 obersoldaten models) and force retreat button. I think I did well with him, but as I've said, buildings were too effective vs my faction and I gave up once I didnt come up what to do with that stuff. Still don't know. I've argued with Findeed about solutions and he came up with Ostwinds, I stand with building early sandbags near those for gaining more cover and trade more efficent.
6 Nov 2017, 22:18 PM
#6
avatar of Finndeed
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Posts: 612 | Subs: 1

While i know the cons are getting fixed, i feel the possibility of this strat to become OP is still very real, as it can work pretty well in live.

Still hate the building garrison and ungarrison changes... they slow the game down sooooo much while you wait to give your troops their next orders.
6 Nov 2017, 23:48 PM
#7
avatar of BartonPL

Posts: 2807 | Subs: 6

flamers could become nondoctrinals, and Sturmpio should have access to 2 upgrades at once, due to their cost it's very reasonable, this up doctrinal thing from Feuersturm could give flamers to volks or as a secondary flamer for sturms (only if there's no other upgrade on them, except the first flamer), same thing could be done with british sappers and US RE's, that's how i'd solve the early building issue, flamers for every faction

About the ungarrisoning thing, i really like that models one by one are leaving the building, this actually solves the RNG wipes with leaving building, but the 0.5s (is that correct) per model to leave is too high, 0.25 would be more reasonable

the Sturm officer, as was mentioned here by Frost, could get a buff, where units around the officer do not retreat when one model from the squad (officer itself) dies, but the aura is canceled for those, that would really make this unit useful
6 Nov 2017, 23:51 PM
#8
avatar of Sturmpanther
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Posts: 5441 | Subs: 36

Sorry boys we played on 1.1.. didnt see the new one was out :(


there is no 1.2 out :P

No idea what vasa is talking about^^
7 Nov 2017, 00:32 AM
#9
avatar of Luciano

Posts: 712

There is a 1.2 v, its not announced yet, we played yesterday with mr smith, thanatos and his friend, cons mid-far damage is a little bit high acording to mr smith
7 Nov 2017, 08:25 AM
#10
avatar of vasa1719

Posts: 2635 | Subs: 4

Permanently Banned
I dont agree with Frost, in same logic i can say, soviet suck at long and open maps, there will be always situations like that, you whant smoke for ISG, you get it. Lets give OKW all things without nerf OP stuff. I just whanna remember, that OKW, brits have good starting units and synergy unit compared to another factions, who need tech and another thing.
7 Nov 2017, 10:29 AM
#11
avatar of Finndeed
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Posts: 612 | Subs: 1

While i agree OKW has some lacklustre garrison clearing, the make up for it in many other ways, and most maps dont have such dominant buildings. Those maps that do require a change of play to deal with, but can be handled pretty well.

Frost probably should have focused on holding the other side of this map, but i dont think he was expecting that strat.
7 Nov 2017, 11:26 AM
#12
avatar of Mr.Smith

Posts: 2636 | Subs: 17

flamers could become nondoctrinals, and Sturmpio should have access to 2 upgrades at once, due to their cost it's very reasonable, this up doctrinal thing from Feuersturm could give flamers to volks or as a secondary flamer for sturms (only if there's no other upgrade on them, except the first flamer), same thing could be done with british sappers and US RE's, that's how i'd solve the early building issue, flamers for every faction


It might work without flamers, provided the factions without flamers get access to decent indirect fire that can handle buildings.


About the ungarrisoning thing, i really like that models one by one are leaving the building, this actually solves the RNG wipes with leaving building, but the 0.5s (is that correct) per model to leave is too high, 0.25 would be more reasonable


0.5 secs is gametime. For instance, Gammon bombs have an 1 second fuse time but they do seem to blow up much faster.

We could definitely try lower garrison/ungarrison times. However, when we first tried half of the mod-values, the changes seemed ineffective.

The garrison ungarrison changes will make building-hopping completely ineffective at dodging indirect fire. The problem, of course, is that OKW LeIG doesn't deal enough damage vs garrisoned troops.


the Sturm officer, as was mentioned here by Frost, could get a buff, where units around the officer do not retreat when one model from the squad (officer itself) dies, but the aura is canceled for those, that would really make this unit useful


That would work
7 Nov 2017, 11:34 AM
#13
avatar of Sturmpanther
Lead Strategist Badge

Posts: 5441 | Subs: 36



the Sturm officer, as was mentioned here by Frost, could get a buff, where units around the officer do not retreat when one model from the squad (officer itself) dies, but the aura is canceled for those, that would really make this unit useful




That would work


Problem is:

In teamgames the Sturm officer is very powerful already. Because you buff all the time without spending muni AND you buff your teammates as well. Don't forget that!

So when you use the sturm officer with your inf blobs to attack you have to let him always little bit behind. Which is fine and make able. If enemie inf tries to focus him they have to run through your infs.

Only "problem" is when arty hits your officer. But that doesn't happend so often / then you have to retread your inf anyway.
7 Nov 2017, 14:51 PM
#14
avatar of aerafield

Posts: 3032 | Subs: 3





Problem is:

In teamgames the Sturm officer is very powerful already. Because you buff all the time without spending muni AND you buff your teammates as well. Don't forget that!

So when you use the sturm officer with your inf blobs to attack you have to let him always little bit behind. Which is fine and make able. If enemie inf tries to focus him they have to run through your infs.

Only "problem" is when arty hits your officer. But that doesn't happend so often / then you have to retread your inf anyway.


yeah if they would change the Sturmofficer like that, it would be the wet dream of all panzerfusilier blobbers out there coming true :snfPeter:
7 Nov 2017, 18:16 PM
#15
avatar of BartonPL

Posts: 2807 | Subs: 6

then make aura for your army only
7 Nov 2017, 21:42 PM
#16
avatar of Finndeed
Strategist Badge

Posts: 612 | Subs: 1

then make aura for your army only


Most logical thing to do, like with the Resource bonus trucks of ages ago.
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